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The alternative DUST514 Forum browser.en-usSun, 18 Feb 2018 00:00:00 +0000DUSTSearch RSS Module v1.1chribba@evemailhttps://forums.dust514.com/default.aspx?g=posts&m=3133689#post3133689
it should be located in shanghai]]>Thu, 11 Aug 2016 22:50:00 +0000dustsearch/guid/2662082https://forums.dust514.com/default.aspx?g=posts&m=3116980#post3116980
Epic games are having Unreal Tournament 4 be a community collaboration, we anything from weapons, to sound FX and maps being built by the playerbase...

Is CCP going to do that?

It's free to download, and the editor is easy to learn, very easy.

Thoughts guys? Can we be involved in this?]]>Thu, 14 Apr 2016 07:56:00 +0000dustsearch/guid/2646861https://forums.dust514.com/default.aspx?g=posts&m=3091396#post3091396
I've got good tip... Diversity is the key. You should made both small and big maps like 50x50 meters in diameter ( inside space ship, jungle or tunnel) ass kicking armageddon... as well big maps like 5x5 kilometers (desert, jungle, spaceship graveyard) camp heaven for snipers.You've also should work better on more realistic damage. I mean few bullet kills would be a nice add (more hardcore, keeping kids away from this beautiful game along with their stupid full magazine duck shooting candy ass bitching gay parade) or at least You can made separate playlists for more mature guys if you know what I mean... and one more thing... guns, ammo, expansions, experience etc. should be gained through playing the game not buying them.Thank you]]>Mon, 1 Feb 2016 15:07:00 +0000dustsearch/guid/2625603https://forums.dust514.com/default.aspx?g=posts&m=3074116#post3074116
Sat, 9 Jan 2016 04:44:00 +0000dustsearch/guid/2611780https://forums.dust514.com/default.aspx?g=posts&m=3063760#post3063760
That will mean new vehicle,ability to swim and dive.You will create a whole new style of gameplay.People will stand on boats abd they must try to let a big cannon shoot on the oppositetheir ship.It would be unbelievable funny is there are cannons on ships and there are divers suitPeople would think that this would be grate.

Large warehousesLarge main road where several tanks can parade next to each otherLarge road gives advantage to laser weaponsMirrors like in Amarr merc quarters people could be fooled by shooting themselves.Close quarters in the main tower.Shiny objects Amarrish.Production line goes partly over the roof, this would be attainable for tanks and LAVGs .

Outposts.Besides the Large outpost you could also choose your medium and small outposts.With the large outpost you could also choose between the several production and research facilities. (racial facilities)

Terrain skinIt would be nice to have several terrain skins like current dessert that there would also be snow grass. Other skins would also be nice, but i think this snow and grass would be easier by changing the colour like done with the dropsuit skin.

Map moodHere you can choose the map mood like stormy or toxic like released earlier.

It would be nice to have a level editor for a general terrain/ small outpost/ medium outpost/ large outpost. Corporations that hold a district should be granted a chance get a level editor which they could use to design there own map. This map could be submitted where it would be checked with some rules. ]]>Sun, 22 Nov 2015 10:21:00 +0000dustsearch/guid/2585255https://forums.dust514.com/default.aspx?g=posts&m=3033625#post3033625
That is all]]>Tue, 17 Nov 2015 17:40:00 +0000dustsearch/guid/2582513https://forums.dust514.com/default.aspx?g=posts&m=3026069#post3026069
Wed, 11 Nov 2015 06:54:00 +0000dustsearch/guid/2577403https://forums.dust514.com/default.aspx?g=posts&m=3023009#post3023009
More of an attack defend map it would be a 4 point map, for the attackers it would start off in a deployment zone MMC in the distance, the terrain made up of cratered flatland and a trench work system dug out by burning earth movers a round the battle zone. From the secured nova cannon site on the deployment zone attackers would move east or west to either of the two other flanking points, one an out post and over watch position with an underground silo nova cannon (which will also be contested by the defending team) or the other a burn wrecked train rail station that was once used to transport resources to the star ports and feature a nova cannon on it roof. The final defending point would be the facility itself, although the inner most parts of the structure is sealed off the entrance would be like a besieged fortification with the defending MMC dropping in reinforcements which features a nova cannon also.

The map as an attack/defend style map would also have to have the same advantages and disadvantages for either team and feel balanced even thought both teams have two starting points that differ tactically.]]>Sun, 8 Nov 2015 15:36:00 +0000dustsearch/guid/2575155https://forums.dust514.com/default.aspx?g=posts&m=2983571#post2983571
Mon, 5 Oct 2015 18:03:00 +0000dustsearch/guid/2545935https://forums.dust514.com/default.aspx?g=posts&m=2982164#post2982164
]]>Sun, 4 Oct 2015 16:01:00 +0000dustsearch/guid/2544881https://forums.dust514.com/default.aspx?g=posts&m=2980001#post2980001
Map

Open Field/Desert (3 point objective)

Lots of cover scattered:

- Trucks- Containers - Boxes- Rocks- Craters

All this good stuff.

Make it a hilly terrain but dont hold back on the cover.

Put the objectives In:

- A place surrounded with containers with entrances in every direction (Easily ambush-able)- In a Crater- On a hill

This will ensure:

- No rooftop camping - No objective camping- An awesome map for ambush- Having to be more aware - Still being a dynamic map with different levels- A chaotic battle

I went to play paintball the other day and there was a map sort of similar but there was mostly trees as cover.

Please consider this it would be awesome :D]]>Fri, 2 Oct 2015 18:56:00 +0000dustsearch/guid/2543331https://forums.dust514.com/default.aspx?g=posts&m=2956577#post2956577
"There are 2 possibilities.... Either we are alone in the Universe, or we are not. Both are equally terrifying"

We should explore that step in this game here. I'm not saying plant trees everywhere and just throw water on every map, but we need to be creative. Heck, people on this Forums would kill to have the opportunity to make a map that would be featured in a Dom for CCP.

I'm just saying that there are alot more things we can do than just place structures and 2 buildings max for a battle, then somewhere past our redlines there is an outpost we can see but never go to. I don't like that at all. EVE has that strictness but freedom, at least give us Dusf fanatics some consolation through the map making. You'll be surprised at the reviews you'll get when you add life as an accessory to death on a battlefield. The beauty is terrifying lol.]]>Tue, 15 Sep 2015 02:27:00 +0000dustsearch/guid/2527873https://forums.dust514.com/default.aspx?g=posts&m=2954469#post2954469
The last part is crucial, as if they did, they already have the terrains.

The problem is that other games reportedly are starting to use procedural terrain generation for dynamic and varied map generation, the trick for CCP is that the map for any given district must always render the same. And given the same input, the procedural generator should return the same topography anyway.

For the most part, placing structures on a procedurally generated terrain shouldn't be too hard, as the topography underneath should be evened out. Construction have always employed landscaping, I don't see why New Eden aren't allowed. If a cliff is in the way of a structure, shear it off to a vertical cliff face.

I'm not saying it'll be easy, but really? If it was easy everybody would do it. However it's a necessity. We have 5 maps. They are getting boring

I'm not even concerned by the potential launch delay, the CPU in the PS3 should have the horse power to do it fast. A few seconds at most.]]>Sun, 13 Sep 2015 08:15:00 +0000dustsearch/guid/2526361https://forums.dust514.com/default.aspx?g=posts&m=2953411#post2953411
A hybrid is a map where part in on land, and the other part is reaching into the water. It could have some structure(s) looking a bit like "breaching vehicles" moored as the spawn point for the attacking team.]]>Sat, 12 Sep 2015 13:41:00 +0000dustsearch/guid/2525544https://forums.dust514.com/default.aspx?g=posts&m=2929965#post2929965
(MAP) the ship is in space, so you are able to jump super high, onto many different levels of the ship that's available. The ship's room looks like a MCC room but enlarged. Cargo is everywhere for lots of cover. This wouldn't be a big map, encouraging large group fighting, shotguns, and stealth. Another great idea would to be putting a few tanks randomly spawning at the beginning of the match that people could hack into and ride around the map with, because its a cargo ship? instillation like supply depots and cloning machines(forgot what they are called) would be more abundant but turret instillation would be less.

Now, of course i'm probably missing something, but this would be a really cool concept for a map so give this a lot of likes so that CCP will give this map a thought! (because I think that is how it works, right?)

I would love it also, if you guys would give me POSITIVE criticism because I would really love it if this map was put into EVE Dust 514!]]>Tue, 25 Aug 2015 17:53:00 +0000dustsearch/guid/2511167https://forums.dust514.com/default.aspx?g=posts&m=2904840#post2904840
I like the idea of a "T" shaped canyon.

This way you can have - three different bridges - maybe some of the bridges are under construction and vehicles can't cross them and this changes on different iterations of the map- three different buildings- different stairs from the bottom to the top of the canyon - ladders or stairs / platforms or ramps

Maybe have differnt levels of construction on the bridges. Some people can cross but vehicles can't. Some where only jumpers can cross, but most people and vehicles can't cross.

Same for the ways up the canyon, maybe the ramps aren't complete or wide enough for HAV's to go up, but maybe LAV's can.

Maybe submerge the Pyramid, so the base of the Pyramid is on the same level as the bottom of the canyon and the top of the Pyramid is level with the top of the Canyon.

Anyhow, think about it.

Thanks for reading this.]]>Fri, 7 Aug 2015 21:33:00 +0000dustsearch/guid/2492274https://forums.dust514.com/default.aspx?g=posts&m=2897913#post2897913
This is mostly a constructive complaint towards the "Train" map that has been given an increased redline area.

After playing this map quite a few times since this change I feel that this increased redline has hindered and limited this map in a lot of ways.

This change has reduced versatility, tactics, and tension

For example, the redline increases and encourages camping of long range weaponry/ tactics that can only be countered with your own long range weapons.

Currently the effective areas where you could engage an enemy up close seems to roughly be less than 10% of the map.

Before this change, you would see tank battles, more varied troop movements and snipers would have to be more careful of their positions or risk being the target of a scout.

Some known problems were that you could effectively camp the enemy's closest spawn point - but there was always multiple spawn in areas on this map.

In general I felt it was a much more exciting Domination match before this redline change and I want to please ask to review this map and ultimately change the redline back to what it was with some additions that may help against spawn camping ( ie using the experimental warp?)

The last thing the players or this game needs is less exciting matches

]]>Mon, 3 Aug 2015 20:18:00 +0000dustsearch/guid/2487941https://forums.dust514.com/default.aspx?g=posts&m=2895130#post2895130
Sat, 1 Aug 2015 22:58:00 +0000dustsearch/guid/2485817https://forums.dust514.com/default.aspx?g=posts&m=2888185#post2888185
Right now, there are about 8 maps and they have been carved up into smaller sections to make more maps for different game modes.

There are differnt buildings and "cities" that get plunked down into various spots to make more variety.

What Dust needs is some new landscapes.

-

Make a random ground generator. Have a plain - raise some ground here, lower some ground there, make rolling hills here, a plateau there. Maybe a building or "city" there. Start this in Ambushes, if it's possible to create a random map generator.

A random ground generator algorithm will work in virtually any game that CCP comes up with.

-

Maybe a valley. But have a random area of ground around it.Maybe a mountain. Same, have a random area of ground around it.Maybe a Grand Canyon with a former river bed at the bottom. Bridges going over it

Maybe a T shaped river bed with outposts on each of the three sides of a T. And maybe bridges over it.

Anyhow, These ideas would work even if you don't have random ground around it.